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Published by Randal Yard, 2023-07-14 11:51:38

Waterdeep - Dragon Heist

Waterdeep - Dragon Heist

'200 T><E DOOM R1110£RS (L£1'T TO RIGHT): OllVIL STllRSONG, !STRID HORN, T11SHLYN Y11FEr:RA: SMEEMO WEtROBOTTLE, ANO Z1RA.J THE 11UNTER SKEEMO WEIRDBOTTLE Small humanoid (gnome), neulral evil Armor Class 12 (15 with mage armor) Hit Points 72 (16d6 + 16) Speed 25 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+1) Saving Throws Int +6, Wis +4 INT 17 (+3) .J ... ' WIS 12 {+l) .. CHA 15 (+2) • Skills Arcana +6, History +6, Perception +4, Performance +S Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Gnomish, Undercommon Challenge 6 (2,300 XP) Gnome Cunning. Skeemo has advantage on Intelligence, Wis· dom, and Charisma saving throws against magic. Spe//casting. Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counlerspe/l,fireba/l,fly 4th level (3 slots): greater invisibility, ice storm Sth level (1 slot): cone of cold ACTION S Dagger. Melee or Ranged Weapon Attack: +S to hit, reach S ft. or range 20/ 60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. ,\PPENDIX 0 I MONSTERS ANO NPCS TASHLYN YAFEERA Medium humanoid (human). neutral Armor Class 18 (plate) Hit Points 149 (23d8 + 46) Speed 30 ft. STR 18 (+4) DEX 15 (+2) CON 14 {+2) Saving Throws Str +8, Con +6 INT 10 (+O) WIS 14 (+2) Skills Athletics +8, Intimidation +5, Perception +6 Senses passive Perception 16 Languages Common Challenge 9 (S,000 XP) CHA 12 (+1) Indomitable (2/Day). Tashlyn can reroll a saving throw that she fa ils. She must use the new roll. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit points. ACTIONS Multiattack. Tashlyn makes three attacks with her greatsword or her shortbow. Creatsword. Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 11 (2d6 + 4) slashing damage, plus 7 (2d6) slashing damage ifTashlyn has more than half her hit points remaining. Shartbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage, plus 7 (2d6) piercing damage ifTashlyn has more than half her hit points remaining.


ZIRAJ THE HUNTER Ziraj is a half-ore hunter who wields an oversized bow Lhat shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj sets out to kill someone, it's because one of his friends (Oavil, Istrid. Skeemo, or Tashlyn) asked him to. The characters might become Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type. The City Watch has received reports of a figure who haunts the rooftops of Waterdeep- a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from if he even has a homeremains a mystery, as does the question of where he might show up next. Treasure. Ziraj wears +2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 +the wielder's Strength modifier. Its range is the same as an ordinary longbow. ZIRAJ THE HUNTER Medium humanoid (half-ore), neutral evil Armor Class 17 (+2 leather armor) Hit Points 153 (l 8d8 + 72) Speed 30 ft. STR 18 (+4) DEX 18 (+4) CON 18 (+4) Saving Throws Wis +S, Cha +5 INT 11 (+O) WIS 14 (+2) CHA 15 (+2) Skills Athletics +7, Intimidation +5, Stealth +7, Survival +S Senses darkvision 60 ft., passive Perception 12 Languages Common, Ore Challenge 8 (3,900 XP) Spellcasting. Ziraj is a lOth·level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell at· tacks). He has the following paladin spells prepared: lst level (4 slots): command, protection from evil and good, thun· derous smite 2nd level (3 slots): branding smite, find steed 3rd level (2 slots): blinding smite, dispel magic A CTION S Multiattack. Ziraj makes three attacks with his glaive or with his oversized longbow. C/aive. Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: 9 (ldlO + 4) slashing damage. Oversized Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be fright· ened ofZiraj for l minute. If a frightened enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw, ending the effect on itself on a success. DROW GUNSLINGER Firearms aren't widely available in the North, but some members of Bregan O'aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder. These drow gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows. fEL'REKT L AFEEN Fel'rekt is a male drow who was born female. Unhappy with the treatment of males in his society, he petitioned to join Bregan D'aerthe. jarlaxle took a shine to Fel'rekt almost immediately, and the young drow has since become one ofjarlaxle"s most loyal lieutenants. Eager to prove himself, Fel'rekt is quick to volunteer for tasks and hurls himself into combat with verve. Fel'rekt and Krebbyg Masq'il'yr are close friends and work as a team, trading banter and jokes at their enemies' expense. Fel'rekt lacks the cruelty common to most drow, and he won't kill an adversary unless he is left with no other choice. DROW GUNSLINGER Medium humanoid (elf), any alignment Armor Class 18 (studded leather, shield) Hit Points 84 (13d8 + 26) Speed 30 ft. STR 13 (+1) DEX 18 (+4) CON 14 (+2) • INT 11 (+O) Saving Throws Dex +6, Con +4, Wis +3 Skills Perception +3, Stealth +8 WIS 13 (+l) Senses darkvision 120 ft., passive Perception 13 Languages Elvish, Undercommon Challenge 4 (1 ,100 XP) CHA 14 (+2) Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Gunslinger. Being within 5 feet of a hostile creature or attack· ing at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores half cover and three·quarters cover when making ranged at· tacks with a pistol. Innate Spel/casting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, re· quiring no material components: At will: dancing lights 1/day each: darkness.faerie fire, levitate (self only) Sunlight Sensitivity. While in sunlight, the drew has disadvan· tage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A CTION S Multiattack. The drow makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 7 (ld6 + 4) piercing damage. Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (ldlO + 4) piercing damage plus 11 (2dl0) poison damage. APPENDI X B I MONSTERS ANO NPOS 201


• 02 DROW GUN SLIN GER Game Statistics. Fel'rekl Lafeen is a neutral good draw gunslinger. In addition to his weapons, he carries four packets of smokepowder(see appendix A) and a pouch containing twenty pistol bullets. KREBBYG MASQ.1 IL'YR Krebbyg's house was destroyed long ago. leaving him with no connection to his old life in the Underdark. He is young a nd rash. Krebbyg works closely with Fel'rekt Lafeen, and the two collaborate well despite their disparate alignments. Krebbyg prefers to follow Fel'rekt's lead, letting him do most of the thinking and talking. Game Statistics. Krebbyg Masq'il'yr is a chaotic neutral drow gunslinger. In addition to his weapons, he carries four packets of smokepowder (see appendix A) and a pouch containing twenty pistol bullets. SoLU-UN XrnRINDAS Soluun is a sadistic, fanatical bully who is fiercely loyal to Bregan D'aerthe, and to Jarlaxle in particular. His younger brother. Nar'I, has infiltrated the Xanathar Guild. Soluun considers Nar'I a weakling who turned to arcane magic by way of compensation, and he has never had much faith in his brother or his abilities . Soluun has a burning hatred of surface elves and halfelves. having been taught from a young age to kill them APPENDIX BI MONSTERS AND NPCS as opportunity permits. When not engaged in a Bregan D'aerthe operation, Soluun spends his nights haunting the darkened streets and alleys of Wate rdeep, looking for solitary elves or half-elves to pick off. He conceals his nighttime escapades as well as he can, but Jarlaxle, Fel'rekt, and Krebbyg know what he's up to. Game Statistics. Soluun Xibrindas is a neutral evil drow gunslinger, with these changes: Soluun wields a scimitar instead of a shortsword (it deals slashing damage instead of piercing damage). He wears a pair of drow-made boots of elven kind. • In addition to his weapons, he carries fou r packets of smokepowder (see appendix A) and a pouch conta ining twenty pistol bullets. D URNAN Durnan is the owner and proprietor of the Yawning Portal. Although he looks like a middle-aged man whose best days are behind him, Durnan has a sharp mind and can still swing a sword when he must. He doesn't like talking about his past, and he won't reveal anything about his time as an adventurer. If Durnan has any living family members, he doesn't speak of them. He rarely says two words when one will do. He has a dark sense of humor and spares no pity on those who take the risk of entering Undermountain. He keeps Grimvault, his magic greatsword, within reach under the bar, and can chop tables in half with it if he so desires. He also can pull out a double crossbow (a heavy crossbow with reduced range that fires two bolts at the same target). Still, if he gets involved in a brawl, he prefers fighting with fists or a well-flung tankard. Durnan doesn't often venture fa r from the Yawning Portal, using his employees to run errands for him as needed. If he's feeling charitable, he might gently discourage likable "nobodies" from venturing into Undermountain, if he thinks they wouldn't survive. He can also direct adventurers toward tavern regulars who might be able to help them or offer useful information. FLOON BLAGMAAR Floan, a native Waterdavian in his early thirties, is a handsome fellow but not very bright. He used to work as an escort in festhalls but is currently unemployed. Several months ago, he came upon a married noble engaging in some indiscreet behavior, and now lives off the generous bribe he is being paid to keep silent. With friends all over the city, Floon spends most of his time drinking and carousing. He gets by on his looks and doesn't know what to do with his life, and has shown little interest in working for a living. GAME STATISTICS Floon is a chaotic good Illus kan human commoner with an Intelligence of 7 (-2) and a Charisma of 13 (+l). He speaks Common.


GAZER A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. The beholder can see through the gazer's eyes and uses it to spy on enemies as well as its other minions. A gazer can't speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, bul it flees if confronted by something it can't kill. DURNAN Medium humanoid (human), neutral Armor Class 16 (elven chain) Hit Points 144 (17d8 + 68) Speed 30 ft. STR 18 (+4) DEX 15 (+2) CON 18 (+4) Saving Throws Str +8, Con +8 Skills Athletics +8, Perception +5 Senses passive Perception 15 languages Common, Dwarvish Challenge 9 (5,000 XP) INT 13 (+l) WIS 12 (+l) CHA 10 (+O) .. Special Equipment. Durnan wields a sword of sharpness (great· sword) called Grimvault. He wears boots of striding ond spring· ing, elven chain, and a ring of spell turning. Indomitable (Recharges after a Long Rest). Durnan can reroll a saving throw that he fails. He must use the new roll. Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spell casting ability of the caster. A CTIONS Multiattack. Durnan makes four melee weapon attacks. Crimvault. Melee Weapon Attack: +8 to hit, reach 5 ft. , one target. Hit: 11 (2d6 + 4) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the d20 for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another d20. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless. Double Crossbow. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 13 (2dl0 + 2) piercing damage. GAZER Tiny aberration, neutral evil Armor Class 13 Hit Points 13 (3d4 + 6) Speed 0 ft., fly 30 ft. (hover) STR 3 (-4) DEX 17 (+3) Saving Throws Wis +2 CON 14 (+2) Skills Perception +4, Stealth +5 Condition Immunities prone INT 3 (-4) WIS 10 (+O) Senses darkvision 60 ft., passive Perception 14 languages - Challenge 1/ 2 (100 XP) CHA 7 (-2) Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (In· sight) check. A CTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gaze r's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gaz. er's next turn. 3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. APPENDIX B I MONSTERS AND NPCS


HLAM This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again. In times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the story as a helpful figure, and the characters can visit him in his cave if they need guidance or training. The Order of the Gauntlet considers him a staunch ally. Hlam is immune to disease and doesn't require food or water. Although he ages, he suffers none of the frailty of old age. H LAM Medium humanoid (l]uman), fawful good Armor Class 22 (Unarmored Defense) Hit Points 137 (25d8 + 25) Speed 60 ft. STR 11 (+O) DEX 24 (+7} CON 13 (.+-1} Saving Throws Str +5, Dex +12 Skills Athletics +5, Religion +7 Damage Immunities poison INT 14 (+2) WIS 21 (+5) Condition Immunities charmed, frightened, poisoned Senses passive Perception 15 Languages all spoken languages Challenge 16 (15,000 XP) ' .. CHA 14 (+2) Spel/casting. J-i lam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, spare the dying 1st level (4 slots): detect evil and good, healing word, sanctuary, shield of faith 2nd level (3 slots): calm emotions, prayer of healing, silence 3rd level (2 slots): protection from energy. remove curse, sending Evasion. If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage ifhe succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. Magic Unarmed Strikes. Hlam's unarmed strikes are magical. Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier. ACTIONS Multiattack. Hlam attacks three times using' his unarmed strike, darts, or both. Unarmed Strike. Melee Weapon Atiack: +12 to hit, reach 5 ft., one target. Hit: 12 (ldlO + 7) bludgeoning damage. If the APPENDIX 8 I MONSTERS AND NPCS target is a creature, Hlam can choose one of the following additional e ffects: • The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (H lam's choice). • The target must succeed on a DC 18 Dexterity saving throw or be knocked prone. • The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Hlam's next turn. Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 9 (ld4 + 7) piercing damage. Quivering Palm (Recharge 6). Melee Weapon Attack: + 12 to hit, reach 5 ft., one creature. Hit: The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (lOdlO) necrotic damage. Wholeness of Body (Recharges after a Long Rest). Hlam regains 60 hit points. REACTIONS Deflect Missile. In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by ldlO + 27. If the damage is reduced to 0, Hlam catches the missile if it's small enough to hold in one hand and he has a hand free. Slow Fall. Hlam reduces the bludgeoning damage he takes from a fall by 100. LEGENDARY A CTIONS Hlam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hlam regains spent legendary actions at the start of his turn. Quick Step. Hlam moves up to his speed without provoking opportunity attacks. Unarmed Strike (Costs 2 Actions). Hlam makes one unarmed strike. Invisibility (Costs 3 Actions). Hlam becomes invisible until the end of his next turn. The effect ends if Hlam attacks or casts a spell.


HRABBAZ Hrabbaz is a muscle-bound half-ore with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably- a disarming appearance that belies a murderous heart. Though he has great respect for Lady Yalab Gralhund. he is less fond of her moody husband, and wouldn't be sad to see Orond knocked down a peg or two. HRABBAZ Medium humanoid (half ore), neutral evil Armor Class 12 Hit Point.s 112 (15d8 45) Speed 30 ft. STR 20 (+5) DEX 15 (+2) CON 17 (+3) Saving Throws Str +8, Con +6 INT 10 (+O) WIS 14 (+2) Skills Athletics +8, Intimidation +4, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Ore Challenge 5 (1,800 XP) CHA 12 (+1) Indomitable (2/Day). Hrabbaz can reroll a saving throw that he fails. He must use the new roll. Relentless Endurance (Recharges after a Long Rest). When Hrabbaz is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead. A CTIONS Multiattack. Hrabbaz makes three attacks with his morningstar. Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (ld8 + 5) piercing damage, plus 3 (ld6) piercing damage if Hrabbaz has more than half his hit points remaining. jALESTER S I LVERMANE An earnest man in his mid-twenties,jalester hails from the distant land of Cormyr, where he earned his spurs working for a mercenary company called the Steel Shadows. A few years ago,jaJester left the Dales and traveled to Waterdeep with several other members of the company, one of whom- Faerrel Dunblade-would become his best friend and lover. The wizard El minster befriended the two young men and brought them to the attention of Laeral Silverhand, who put them to work as deputies and spies.jalester and Faerrel helped the Open Lord expose a plot to overthrow the government, but Faerrel was killed while helping bring the perpetrators co justice. jalester remained in Waterdeep afterward, becoming one of Laeral"s field operatives in the service of Waterdeep and the Lords' Alliance. He has been romantically unattached ever since Faerrel's death but longs again for love. TREASURE jalester carries a badge of the Watch (see appendix A). If the badge is lost or taken from him, it returns to Laeral Silverhand. jALESTER S ILVERMANE Medium humanoid (human), lawful good Armor Class 18 (chain mail, badge of the Watch) Hit Points 71 (13d8 + 13) Speed 30 ft. STR 14 (+2) DEX 14 (+2) CON 13 (+1) Saving Throws Str +4, Con +3 Skills Athletics +4, Survival +4 Senses passive Perception 12 Languages Common, Elvish Challenge 4 (1,100 XP) INT 12 (+1) WIS 14 (+2) CHA 13 (+l) Special Equipment. jalester carries a badge of the Watch. Second Wind (Recharges after a Short or Long Rest). As a bonus action, jalester can regain 16 (ldlO + 11) hit points. ACTIONS Multiattack. jalester makes two weapon attacks. . .. l ' -. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing damage. or 7 (ldlO + 2) slashing damage when used with two hands. Dagger. Melee or Ra{lged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one ta rget. Hit: 4 (ld4 + 2) piercing damage. REACTIONS Riposte. When a creature that jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon. APPE!'DIX 8 I MONSTERS AND NPCS 20~


JARLAXLE B AENRE j a rlaxle is a flamboyant, swashbuckling drow iconoclast. He leads a renegade drow faction called Bregan D'aerthc, made up of disenfranchised male drow, most of them culled from destroyed or disgraced houses. Gifted with a sharp mind, a sense of humor, puissant s kill with a blade, and a wealth of useful magic items, Jarlaxle infiltrated the city of Luskan, brought a kind of order to its lawlessness, and declared himself its secret lord. Jarlaxle likes to weave a tangled web of schemes that leave his enemies baffled- the latest of which is a plan to legitimize Luskan by making it a member of the Lords' Alliance. The city's unsavory reputation has thwarted all previous efforts, and the current leaders of the Lords' Alliance have voiced their opposition to Luskan's admittance. A few have flatly declared that the city will never be welcome in the alliance. Nonetheless,Jarlaxle aims to persuade Laeral Silverhand, the Open Lord of Waterdeep, to champion Luskan's cause even if that means losing other alliance members in the process. j ARLAXLE BAENRE Medium humanoid (elf), c~aotic neutral Armor Class 24 (+3 leather armor, Suave Defense) Hit Points 123 (19d8 + 38) Speed 30 ft. STR 12 (+l) DEX 22 (+6) CON 14 (+2) Saving Throws Dex+ ll, Wis +8 INT 20 (+5) WIS 16 (+3) CHA 19 (+4) Skills Acrobatics +11, Athletics +6, Deception +14, Perception +8, Sleight of Hand +11, Stealth +16 Senses darkvision 120 ft., passive Perception 18 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon Challenge 15 (13,000 XP) Special Equipment. jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a ring of truth telling (see appendix A). He wields a +3 rapier and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A). Evasion. lfhe is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage ifhe succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. Fey Ancestry. jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep. Innate Spellcasting. Jarlaxle's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitote (self only) APPENDIX B) MONSTERS AND NPCS Tying Luskan's fortunes to those of Waterdeep would increasejarlaxle's political and economic power on the Sword Coast. Jarlaxle has come to Waterdeep in the guise of an llluskan human named Zardoz Zord. "Captain Zord" is the master of the Sea Maidens Faire, a carnival that travels up and down the Sword Coast in three ships: the Eyecatcher. the Heartbreaker, and the Hellraiser (all words that describejarlaxle). He spends most of his time aboard the Eyecatcher, his personal ship. The other two vessels carry members of the carnival and their parade wagons. jarlaxle has forged an alliance with Lantan (an island to the south), and has armed his Bregan D"aerthe lieutenants with Lantanese firearms that rely on magical smokepowder to function. He has also acquired a Lantanese submarine called the Scarlet Marpenoth. This underwater vessel is mounted below the Eyecatcher and kept out of sight. Jarlaxle plans on using the submarine to flee Waterdeep if his scheme unravels. jarlaxle's loyalties are to himself first and foremost, and to Bregan D'aerthe secondarily. Legendary Resistance (1/ Day). If Jarlaxle fails a saving throw, he can choose to succeed instead. Master Attuner. )arlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard. Sneak Attack (1/Turn). Jarlaxle deals an extra 24 (7d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of )arlaxle's that isn't incapacitated and )arlaxle doesn't have disadvantage on the attack roll. Suave Defense. While jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. Sunlight Sensitivity. When not wearing his knave's eye patch, jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A CTIONS Multiattack. jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers. +3 Rapier. Melee Weapon Attack: +1 4 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (ld4 + 6) piercing damage. LEGENDARY ACTIONS )arlaxle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. jarlaxle regains spent legendary actions at the start of his turn. Quick Step. jarlaxle moves up to his speed without provoking opportunity attacks. Attack (Costs 2 Actions). )arlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.


L AERAL SILVERHAND Anamanue Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty with a penchant for arcane magic. Long ago. Laeral ruled a kingdom called Stornanter and held the title of Witch-Queen of the North. After that, she led a band of adventurers called the Nine. She met and married Khelben Arunsun, who would later become the Blackstaff, the Lord Mage of Waterdeep. After Khelben died, Laeral retired from public life. She resurfaced after the Spellplague and the Sundering, weakened by Mystra's death, rebirth, and withdrawal from the world. Laeral's magic isn't as great as it once was, though she does her utmost to bide this fact. Only El minster, her trusted friend and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a LAERAL SILVERHAND Medium humanoid (human). chaotic good Armor Class 18 (robe of the arch magi) Hit Points 228 (24d8 + 120) Speed 30 ft. STR 13 (+1) DEX 17 (+3) CON 20 (+S) Saving Throws Int +11, Wis +11 INT 20 (+S) WIS 20 (+S) CHA 19 (+4) Skills Arcana +17, History +17, Insight +11, Perception +11, Persuasion +10 Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses trues1ght 60 ft., passive Perception 21 languages Common, Draconic, Dwarvish, Elvish, Giant, Infernal Challenge 17 (18,000 XP) Special Eq11ipment. la era I wears a white robe of the arch magi (accounted for in her statistics). She wields a flame tongue longsword. Magic Resistance. While wearing her robe of the archmagi, laeral has advantage on saving throws against spells and other magical effects. Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, + 13 to hit with spell at· tacks). Laeral has the following wizard spells prepared: Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost 1st level (at will): detect magic, disguise self. magic missile, shield 2nd level (at will): detect thoughts, invisibility, misty step 3rd level (3 slots): counterspell,fly, sending, tongues 4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere 5th level (3 slots): cone of cold, geas, Rory's telepathic bond 6th level (2 slots): globe of inv11lnerobility, mass s11ggestion 7th level (1 slot): prismatic spray, teleport 8th level (1 slot): feeblemind, power word st11n 9th level (1 slot): time stop formidable, clear-headed wizard with plenty of magic at her disposal. A few years ago, Dagu lt Neverember was ousted as Open Lord of Watcrdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep's Open Lord ever since. Initially overwhelmed by the demands of the nobles and guildmasters, she has settled nicely into her new role. She uses her magic sparingly and relics on trusted advisors and deputies. As time allows, she likes to venture outside the Palace ofWaterdeep in disguise, just to clear her head or check up on old friends (and enemies). Laeral's relationship with Vajra Safa hr, the current Blackstaff. has its challenges. For one thing, Laeral is much older, much wiser, and much more powerful than Vajra, whom she views as an insecure child. fn addition, Vajra wields the Blackstaff. which has Khelben Arunsun's soul and the souls of all the other Blackstaffs bound inside it. Laeral covets the staff, because it conACTIONS M11ltiattack. Laeral makes three attacks with her silver hair and flame tongue, in any combination. She can cast one of her cantrips or l st-level spells before or after making these attacks. Silver Hair. Me/ee Weapon Attack: +11 to hit, reach S ft ., one target. Hit: 7 (2d6) force damage, and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Flame Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: S (l d8 + 1) slashing damage plus 7 (2d6) fire damage, o r 6 (1dl0 + 1) slashing damage plus 7 (2d6) fire damage when used with two hands. Spe/ljire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends: • She can breathe underwa ter. • She can survive without food and water. • She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type. • She gains resistance to cold damage, and she is unharmed by temperatures as low as -SO degrees Fahrenheit. While the silver fire is present, she has the following additional action options: • Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Laeral takes this action, roll a d6. On a roll of l , the silver fire disappears. • Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1- 2, the silver fire disappears. • Release a 60-foot line of silver fire that is 5 fee t wide or a 30- foot cone of silver fire. Objects in the area that aren't being worn or carried take 26 (4dl 2) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After laeral takes this action, roll a d6. On a roll of 1-3, the silver fire disappears. APPENDIX B I MONSTERS AND NPCS


208 LAE RAL S ILYERHAND tains all that's left of her husband. Not surprisingly, the two mages avoid each other as much as possible. In times of great need, Laeral can command Vajra to unleash Force Grey. Until that order is given, Force Grey isn't allowed to conduct operations in Waterdeep, though Laeral's spies tell her that Vajra has secretly activated members of the elite order and sent them on a number of unauthorized missions. Laeral is reluctant to confront Vajra on the matter, and rationalizes her inaction by framing it as a test ofVajra's competence. i\PP'ENDIX B I MONSTERS AND NPCS MANSHOON Referred to in this adventure simply as "Manshoon," this clone of the ancient archwizard infiltrated Waterdeep years ago and has been hiding out in Kolat Towers ever since, in the city's Southern Ward. The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faertin, including other powerful spellcasters such as Khelben Arunsun and Elminster. Fearing that he might be destroyed by his foes, Manshoon magically crafted several clones-but a mishap caused all of them to be awakened at once, whereupon they tried to destroy one another in a series of conflicts that came to be known as the Manshoon Wars. Now the original Manshoon is dead, and it's widely believed that all his clones were destroyed as well. In fact, at least three are still alive. The one presently in Waterdeep escaped death by hiding out in Undermountain, where he eventually ran afoul ofHalaster Blackcloak. After a brief spell duel, Ha laster captured Manshoon and amputated his left a rm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to magically regenerate his severed limb failed, forcing him to craft an artificial arm and hand for himself. Manshoon took control of Kolat Towers, a crumbling residence in the Southern Ward that was abandoned years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle when he must do so, and thus is never seen entering or leaving. Manshoon aims to ru le Waterdeep and replace the City Watch with Black Network mercenaries that are loyal to him alone. By bribing and blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King ofWaterdeep. Once the city is firmly in his clutches, Manshoon will then turn his attention toward Undermountain, destroy Halaster once and for all, and claim the dungeon's riches. MANSHOON SIMULACRUM Manshoon uses the simulacrum spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum's bit points at the expense of its spellcasting ability. Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes: • The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option. It loses all spell slots of 6th level and higher. • It has a challenge rating of 8 (3,900 XP).


A F1..v1 N G SNAKE OF THE Z><E N TAR IM Medium humanoid (human), lawful evil Armor Class 19 (robe of the arch magi, staff of power) Hit Points 126 (23d8 + 23) Speed 30 ft. STR 10 (+O) DEX 14 (+2) CON 12 (+ 1) INT 23 (+6) WIS 15 (+2) CHA 16 (+3) Saving Throws Str +2, Dex +4, Con +3, Int +13, Wis +9, Cha +5 Skills Arcana +11. History +11 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Goblin, Infernal, Ore, Undercommon Challenge 13 (10,000 XP) Special Equipment. Manshoon wears a black robe of the arch· magi and wields a staff of power (both accounted for in his statistics). Roll 2dl0 to determine how many charges the staff has remaining. Magic Resistance. While wearing his robe of the arch magi, Manshoon has advantage on saving throws against spells and other magical effects. Spellcasting. Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, lightning bolt, sending 4th level (3 slots): fire shield, greater invisibility, polymorph 5th level (3 slots): Bigby's hand, scrying, wall of force 6th level (1 slot):jlesh to stone, globe of invulnerability 7th level (1 slot):jinger of death, simulacrum 8th level (1 slot):feeblemind, mind blank 9th level (1 slot): imprisonment, power word kill A CTION S Metal Fist. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 4 (ld4 + 2) bludgeoning damage. Staff of Power. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: S (1d6 + 2) bludgeoning damage. or 6 (ld8 + 2) bludgeoning damage when used with two hands. Manshoon can expend 1 of the staff's charges to deal an extra 3 (ld6) fo rce damage on a hit. Martial arts adepts are disciplined monks who have extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. MARTIAL ARTS ADEPT Medium humanoid (any race), any alignment Armor Class 16 Hit Points 60 (11d8 + 11) Speed 40 ft. STR 11 (+O) DEX 17 (+3) CON 13 (+1) INT 11 (+0) Skills Acrobatics +5, Insight +5, Stealth +5 Senses passive Perception 13 WIS 16 (+3) Languages any one language (usually Common) Challenge 3 (700 XP) CHA 10 (+0) Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. A CTIONS Multiattack. The adept makes three unarmed strikes or three dart attacks. Unarmed Strike. Melee Weapon Attack: +S to hit, reach S ft., one target. Hit: 7 (ld8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: S (ld4 + 3) piercing damage. REACTIONS Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by ldl 0 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. APPENDIX 8 I MONSTERS ANO NPCS


MELOON WARDRAGON Meloon is a handsome, formidable warrior in his prime. who serves the goddess Tymora and loves a good fight. His friends- among them Renaer Neverember and Vajra Safahr- describe him as honest. optimistic. and extraordinarily lucky. Until recently. he was a member of Force Grey and reported directly to the Blackstaff. ln recent months, Meloon has spent mueb of his time at the Yawning Portal. Three months ago, out of boredom. Meloon accompanied a fledgling band of adventurers on an expedition to Undermountain. There, his luck ran out. While resting in the dungeon, the adventuring party was attacked by monsters unleashed by Xanathar- including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon's brain, turning the champion of Tymora into a puppet. After finishing off his unsuspecting companions, Meloon returned to Waterdcep as a Xanathar Guild spy. The intellect devourer that inhabi ts Meloon's skull was bred by Nihiloor, a mind flayer in Xanathar's employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal. tries to bond with adventurers, and offers a helping hand whenever doing so feels appropriate. The intellect devourer's primary goals are to steer adventurers away from Undermountain and get them to undertake quests that further the aims of Xanathar. Such quests usually involve the eradication of Xanathar's enemies, and Meloon is all too eager to fight alongside those who fall for his ruse. MELOON WARDRAGON Medium humanoid (human), neutral evil Armor Class 18 (plate) Hit Points 143 (22d8 + 44) Speed 30 ft. STR 20 (+5) DEX 15 (+2) CON 14 (+2) Saving Throws Str +9, Con +6 Skills Athletics +9, Survival +6 INT 10 (+O) WIS 14 (+2) Senses darkvision 60 ft., passive Perception 12 Languages Common, Deep Speech, telepathy 60 fl Challenge 9 (5,000 XP) - CHA 15 (+2) Special Equipment. Meloon wields Azuredge (see appendix A) but can't attune to it, and thus gains none of its benefits. Indomitable (2/Day). Meloon can reroll a saving throw that he fails. He must use the new roll. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Meloon can regain 20 hit points. - ACTIONS Multiattack. Meloon makes four attacks with Azuredge. Azuredge. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1dl2 + 5) slashing damage. APPENDIX 8 I MONSTF.RS ANO NPCS ADJUSTED GAME STATISTICS If Meloon is killed and raised from the dead. his true self is restored and his statistics change as follows: Meloon is neutral good. He loses his telepathy, and his ability to speak and understand Deep Speech. • He can attune to Azuredge (see appendix A). M IRT Once known as Mirt the Merciless and the Old Wolf, Mirt made a fortune and carved out a reputation as an adventurer and philanderer. Today, an older and wiser Mi rt serves as one of the Masked Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mi rt has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity. Despite his prodigious girth, Mirt can move with good speed when he must, and he hasn't let his adventuring skills wither. His wife, Asper, passed away several years ago, and his rambling mansion has seen better days. Mirt spends his days embroiled in politics and whiles away his nights in drink and debauchery.


TREASURE Mirt bas access to magic items of all kinds. but keeps only a few on his person. He can equip himself with other magic items as the need arises. In addition to his other magical gear, Mirt owns a Lord's ensemble (see appendix A). He dons the ensemble only when meeting with other Masked Lords in an official capacity. MIRT Medium humanoid (human), chaotic good Armor Class 16 (bracers of defense) Hit Points 153 (18d8 ± 72) Speed 30 ft. STR 18 (+4) DEX 18 (+4) CON 18 (+4) Saving Throws Dex +8, Wis +S INT 15 (+2) •• WIS 12 (+1) CHA 15 (+2) Skills Acrobatics +8, Athletics +8, Perception +S, Persuasion +6, Stealth +8 Senses passive Perception 15 Languages Common, Dwarvish Challenge 9 (5,000 XP) Special Equipment. Mirt wears bracers of defense and a ring of regeneration. He wields a +I longsword and a +1 dagger. Brute. A melee weapon deals o ne extra die of its damage when Mirt hits with it (included in the attacks below). Evasion. lfhe is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Mirt instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. Sneak Attack (1/Turn). Mirt deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll. or when the target is within 5 feet of an ally of Mirt's that isn't incapacitated and Mirt doesn't have disadvantage on the attack roll. ACTIONS Multiattack. Mirt makes three attacks: two with his +7 long· sword and one with his +7 dagger. +1 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft .. one target. Hit: 14 C2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage when used with two hands. +1 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing damage when used as a melee weapon, or 7 (ld4 + 5) piercing damage when used as a ranged weapon. REACTIONS Parry. Mirt adds 2 to his AC against one melee attack that would hit him. To do so, Mirt must see the attacker and be wielding a me lee weapon. NAR'L XIBRINDAS Xanathar's advisor is a nervous and conniving male drow named Nar'I Xibrindas. Nar'l's house was wiped out long ago, but he and his elder brother Soluun survived and joined Bregan D'aerthe. A year ago, Nar'I was given the difficult task of infiltrating the Xanathar Guild and getting as close to the beholder as possible. Not only did he succeed, but in the course of gaining Xanathar's trust, he managed to convince the beholder to eliminate its other advisors. The beholder's paranoia will eventually cause Xanathar to question the drow's loyalty, though, and Nar'I has become increasingly worried about his future. If forced to decide between himself and Bregao D'aerthe, he'll choose the former and betray his drow allies to save his own skin. Xanathar is aware that something is off with Nar'I, and recently assigned him a grell bodyguard. The grell has instructions to dispose of Nar'I at the first sign of disloyalty. GAME STATISTICS Nar'I Xibrindas is a drow mage. He prepares and casts the sending spell whenever he needs to communicate with his brother. [n addition to his other gear, Nar'I carries a vial containing three doses of eyescratch, a contact poison. A creature that comes into contact with the poison must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour and blinded while poisoned in this way. A lesser restoration spell or similar magic ends the effect. ..PPl!NDO< BI MONSTERS ANO NPCS 21


12 NIHILOOR The illithid Nihiloorworks for Xanathar, spending its days creating intellect devourers and setting them loose in the sewers ofWaterdeep. Each intellect devourer attacks the first humanoid it encounters, using its victim as a puppet to spy on the city and relay information back to Nihiloor. Occasionally, an intellect devourer is instructed to seek out a particular kind of target, such as a member of the City Guard or the City Watch. Sometimes its instructions will include orders to capture specific Waterdavians and bring them to Skullport, where they can be enslaved or ransomed. Nihiloor has an alien mind, and it considers itself Xanathar's equal. It has no interest in supplanting the beholder, however, preferring to operate in the shadows and pursue its own fell schemes. GAME STATISTICS Nihiloor is a mfad flayer. NtHhOOR APPENDIX B 1 MONSTERS AND NPCS N IMBLEWRIGHT A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn't require air, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed. NIMBLEWRIGHT Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 45 (6d8 + 18) Speed 60 ft. STR 12 (+l) DEX 18 (+4) Saving Throws Dex +6 CON 17 (+3) INT 8 (-1) Skills Acrobatics +8, Perception +2 WIS 10 (+O) CHA 6 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonrnagical attacks Condition Immunities exhaustion, frightened, petrified, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands one language known to its creator but can't speak Challenge 4 (l ,100 XP) • , Magic Resistance. The nimblewright has advantage on saving throws against spells and other magical effects. Magic Weapons. The nimblewright's weapon attacks are magical. Repairable. As long as it has at least l hit point remaining, the nimblewright regains l hit point when a mending spell is cast on it. Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ACTION S Multiattac;k. The nimblewright makes three attacks: two with its rapier and one with its dagger. Rapier. Melee Weapon Attack: +6 to hiti reach S ft., one target. Hit: 8 (ld8 + 4) piercing damage. Dagger. Melee or Ranged Weapon Attack +6 to hit, reach S ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. REACTIONS Parry. The nimblewright adds 2 to Its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding-a melee weae,on.


NIM&LE WR IG ... T N O SKA UR'GRAY Noska is a ruthless enforcer in the Xanathar Guild. A green slime in Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow that attaches to the stump. GAME STATISTICS Noska Ur'gray is a shield dwarf thug, with these changes: Noska is neutral evil. He has these racial traits: His walking speed is 25 feet. He has advantage on saving throws againsc poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has disadvantage on Strength checks made to climb, due to his disability. 0ROND GRALHUND The Gralhunds are nobles who trade in arms and mercenaries, and whose family motto is "We see both sides." Orond is the patriarch, but he's not a quick-thinking or cultured sort- and deep down, he knows it. He leaves most of the plotting and socializing to his wife, Yalah, to whom he is devoted. When several of the Masked Lords were assassinated in quick succession some years ago. Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has remained that way ever since. Less than a year ago, the Gralhunds were approached by agents of the Zhentarim loyal lo Manshoon, and the nobles formed an alliance with them. House Gralhund gives the Zhents coin and allows them to use the family's noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So while the Zhents use House Gralhund as a shield, the Gralhunds are using the Zhenls to ascertain the identities and weaknesses of the Masked Lords. Orond doesn't fully grasp how entwined the Black Network and his family have become it is now next to impossible to separate one from the other. lfs no secret in Waterdeep that the Black Network has firmly rooted itself in House Gralhund. But what's not generally known is thal the Zhents in House Gralhund are agents of Manshoon. Neither Orond nor any other member of his family knows about the wizard's clone. As far as Orond and his wife are concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. Orond is a short, stocky man who dresses well and is easy on the eyes. When he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about "the common rabble" come to the fore, and his charm quickly dissipates. When not in his wife's company, he is prone to excessive boasting and temper tantrums. When he must speak to strangers, he keeps his half-ore bodyguard Hrabbaz close by, for fear that others might attack and rob him at .\PPENDIX 8 MONSTERS A~D NPCS 2 1


OTT 5 TEELTOES any moment. While in Yalah's presence, Orond becomes an altogether different person: quiet, almost timid, and happy to let his wife have the spotlight. Orond relies on Yalah to manage the Zhentarim. He spends his days watching mercenaries train, paying bills, and ranting about the cost of doing business in the city. Although he is human, Orond was born with a tiefling's tail. The tail was amputated when he was a young boy, but the scar on his backside remains. GAME STATISTICS Orond Gralhund is a Tethyrian human noble , with these changes: • Orond is neutral evil. • He has an Intelligence of 9 (-1). • Never one to bother learning other languages, he speaks only Common. O SVALDO C ASSALANTER Ammalia and Victoro Cassalanter traded the soul of their eldest child for power. Stripped of his humanity, ' Osvaldo was chained up in Cassalanter Villa and slowly transformed into a devil (and an insane one at that). Now a creature of pure evil and hate, he has no hope of regaining what was taken from him. GAME STATISTICS Osva ldo is a chain devil. \PPENDIX B l MONSTERS AND NPCS OTT STEELTOES The dwarf Ott Steeltoes has the nerve-wracking task of tending to Xanathar's pet fish, Sylgar. In his spare time, he worships Zuggtmoy, the demon queen of fungi, and cultivates mushrooms, spores, and molds. He wears a leather skullcap stitched with fake beholder eyestalks. GAME STATISTICS Ott is a shield dwarf cultist, with these changes: • Ott is chaotic evil. He has these racial traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 6 (-2) and Religion +O. REMALLIA HAVENTREE Medium humanoid (elf), chaotic good Armor Class 12 (15 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 10 (+O) DEX 14 (+2) CON 13 (+1) INT 18 (+4) WIS 15 (+2) CHA 17 (+3) Saving Throws Int +8, Wis +6 Skills Arcana +8, Deception +7, History +8, Persuasion +7 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Dwarvish, Elvish, Halfling Challenge 9 (S,000 XP) Special Equipment. Remallia has a figurine of wondrous power (silver raven). Fey Ancestry. Rema Ilia has advantage on saving throws against being charmed, and magic can't put her to sleep. Spellcasting. Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost 1st level (4 slots): alarm,* mage armor,* magic missile, shield* 2nd level (3 slots): arcane lock,* invisibility 3rd level (3 slots): counterspell,'~ dispel magic,* fireball 4th level (3 slots): banishment,* stoneskin* Sth level (2 slots): cone of cold, wall of force 6th level (1 slot): flesh to stone, globe of invulnerability* 7th level (1 slot): symbol,* teleport *Abjuration spell of 1st level or higher Arcane Ward. Remallia has a magical ward that has 30 hit points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. ACTIONS Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. ...


REMALLIA HAVENTREE Remallia (Remi to her friends) is the lady of House Ulbrinter and a guiding light for the Harpers in Waterdeep. She became an active force for good in the city after assassins killed her husband. Arthagast Ulbrinter, and destroyed his remains. A s un e lf, she has two adult children (a half-elf son named Arthius, who is studying music in Silverymoon, and a half-elf daughter named Serenore, who lives on the Moonshae island of Alaron with her husband and daughter). Lady Haventree retains a handful of loyal servants and spies. Remi holds secret Harper meetings in her villa, which is wa rded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. RENAER NEVEREMBER Renaer is the estranged son of Dagult Neverember, the former Open Lord ofWaterdeep and the current Lord of Neverwinter. Father and son detest one another. and Renaer is least happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is his father's belligerence. ill temper, and bad judgment. Renaer lives off a sizable inheritance left to him by his mother. Approaching middle age. he has given up adventuring and settled down somewhat. As a Harper, he spends a lot of time defending Waterdavians against those who. like his father, would deprive them of their coin and rights. He owns Neverember House. a fourstory residence in the Sea Ward. Renaer spends as little time there as possible. however, since iCs constantly under surveillance by spies loyal to his father. His friends have an open invitation to use the house as they please. while Renacr spends most of his free time in taverns and festhalls. Some believe that Renaer's estrangement from his father is nothing but an act. and that anyone who bears the Neverember name is an enemy of Waterdeep. Renaer just shakes his head at such accusations and gets on with his life. He has many powerful friends to watch bis back. GAME STATISTICS Renaer Nevercmber is an Illuskan human who has the statistics of a swashbuckler (see page 216). with these changes: • Renaer is chaotic good. • He speaks Common. SAETH CROMLEY Saeth Cromley is a retired sergeant of the City Watch, a likable fellow with a sharp, sarcastic wit. He occasionally comes out of retirement at the request of Barnibus Blastwind, and he assists the mage in investigating unusual crimes in the city. Cromley helps Barnibus relate to the common folk. and he is good at coaxing information out of them. Though Cromley was once a strict proponent of Watch regulations and dress codes, he has grown a bit lax in both matters now that he's officially retired. GAME STATISTICS Saeth Cromley is an Illuskan human veter an . with these changes: • Saeth is lawful good. • He has a Charisma of 14 and Intimidation +4. He speaks Common. APP'ENIHX 8 I MONSTERS A:-ID NPCS


216 SWASHBUCKLER Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too Jong. TuORVIN TwINBEARD Thorvin serves as Xanathar's chief engineer and trapsmith. He also serves the Harpers as a paid informant, keeping that faction apprised of Xanathar's plans as well as he can. Thorvin uses the ruse of maintenance inspections to cover up secret meetings he holds with Harper spies in Sku II port and elsewhere. Thorvin wears iron-rimmed spectacles and carries a large, heavy wrench that doubles as a club. He also carries mason's tools, smith's tools, and thieves' tools, and has proficiency with all three. GAME STATISTICS Thorvin is a shield dwarf commoner, with these cha nges: Thorvin is lawful neutral. • He has these racial traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 16 (+3). SWASHBUCKLER Medium humanoid (any race), any non-lawful alignment Armor Class 17 (leather armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 12 (+1) DEX 18 (+4) CON 12 (+1) INT 14 (+2) WIS 11 (+O) Skills Acrobatics +8, Athletics +S, Persuasion +6 Senses passive Perception 10 Languages any one language (usually Common) Challenge 3 (700 XP) CHA 15 (+2) Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. ACT IONS Mu/tiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach S ft. or range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) piercing damage. APPENDIX B I MONSTERS AND NPCS URSTUL FLOXIN Urstul Floxin works for Manshoon, and he is the highest-ranking member of the Zhentarim squad stationed at House Gralhund. Urstul is a glorified thug with all the charm and breeding of a snake, but the Gralhunds tolerate him because he feeds them useful information culled from his spies throughout the city. UrstuJ takes his orders from Manshoon's current simulacrum, which comes and goes from House Gralhund by way of a teleportation circle (connected to the circle in Kolat Towers). Urstul is a large, heavyset man in his forties. He storms about House Gralhund like he owns the place. He has a collection of black flying snakes that he uses as couriers to deliver messages to underlings throughout the city. GAME STATISTICS Urstul Floxin is an Illuskan human assassin, with these changes: Urstul is lawfuJ evil. • He speaks Common and Ore and knows thieves' cant. VAJRA SAFAHR Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and resources at her disposal to defend the city against threats. She was handpicked for the job by Khelben Arunsun, and wields the Blackstafffrom which


Khelben derived his name and the title of the office. Vajra isn't the city's most powerful wizard, but she can hold her own. Despite her many gifts, she still questions her ability to meet the demands of her role, and she rarely makes a decision without first soliciting the advice of the Blackstaff, which contains Khelben Arunsun's spirit as well as the spirits of all the other Blackstaffs who preceded her. She also gets intelligence from many other sources, both through her own network of spies and from Harper agents. Vajra runs Blackstaff Academy, a school for mages, out of Blackstaff Tower in the Castle Ward. She is also in charge of Force Grey, an order of highly skilled adventurers who are called upon to defend the city in times of need. Vajra is always looking for new adventurers to VAJRA SAFAHR Medium humanoid (human), lawful neutral Armor Class 14 (Blockstoff; 17 with moge armor) Hit Points 126 (23d8 + 23) Speed 30 ft. STR 10 (+O) DEX 14 (+2) CON 12 (+l) INT 20 (+S) WIS 11 (+O) CHA 16 (+3) Saving Throws Str +2, Dex +4, Con +3, Int +12, Wis +7, Cha +S Skills Arcana +10, History +10 Senses passive Perception 10 Languages Common, Dwarvish, Elvish, Giant, Halfling, Undercommon Challenge 13 (10,000 XP) Special Equipment. Vajra wields the Blackstaff (see appendix A), accounted for in her statistics. Roll 2dl0 to dete rmine how many charges the staff has remaining. Magic Resistance. Vajra has advantage on saving throws against spells and other magical effects. Spellcasting. Vajra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, + 12 to hit with spell at· tacks). She has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, message, pres· tidigitotion lst level (4 slots): detect magic, identify, mage armor, thunderwave 2nd level (3 slots): invisibility, misty step, web 3rd level (3 slots): counterspell,jly, sending 4th level (3 slots): banishment, fire shield, stones kin 5th level (3 slots): Bigby's hand, geas, telekinesis 6th level (1 slot): chain lightning, globe of invulnerability 7th level (1 slot):forcecage, prismatic spray 8th level (1 slot): antimagic field, power word stun 9th level (l slot): imprisonment ACTIONS Blacksta.ff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (ld8 + 2) bludgeoning damage when used with two hands. Vajra can expend l of the staff's charges to deal an extra 3 (ld6) force damage on a hit. fill the ranks of Force Grey, and she is particularly interested in those who can bring unique skills, abilities, or spells to the mix. Several of the older and more seasoned wizards in Waterdeep consider Vajra an upstart, but they are smart enough not to challenge her. Only the Open Lord, currently Laeral Silverhand. can strip Vajra of her title. V11 J RA SllFllHR, Ti'< E BLAC.l(STAl'F APPENDIX B I MONSTERS ANO :-IPCS


Vrcro Ro CASSALANTER The lord of House Cassalanter is a devilishly handsome half-elf who likes coin and power. He and his wife gained both by cutting a deal with Asmodeus- wh ich involved trading away the souls of their three children. VICTORO CASSALANTER Medium humanoid (half elf), lawful evil Armor Class 15 (glamoured studded leather, ring of protection) Hit Points 97 (15d8 + 30) Speed 30 ft. STR 13 (+l) DEX 13 (+l) CON 14 (+2) Saving Throws Con +6, Wis +7 INT 16 (+3) WIS 17 (+3) CHA 18 (+4) Skills History +7, Insight +7, Persuasion +8, Religion +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic, Elvish, Infernal Challenge 10 (5,900 XP) Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane. Fey Ancestry. Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep. Spel/casting. Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Victoro has the following cleric spells prepared: Cantrips {at will): guidance, light, mending, spare the dying, thaumaturgy lst level (4 slots): charm person, command, detect rragic, dis· guise self, protection from evil and good, sanctuary 2nd level {3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon 3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle, protection from energy 4th level (3 slots): banishment, dimension door, divination, freedom of movement, polymorph 5th level (2 slots): dominate person, flame strike, modify rnem· ory, insect plague 6th level (l slot): heal 7th level {l slot): divine word 8th level (l slot): earthquake ACTIONS Multiattack. Victoro makes two attacks with his rapier. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld8 + l) piercing damage. Cloak of Shadows (2/Day). Victoro becomes invisible until the end of his next turn. He becomes visible early immediately after he attacks or casts a spell. Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil. The devil appears in an unoccupied space within ~ 30 feet of Victoro, acts as Victoro's ally, and can't summon other devils. It remains for l minute, until it or Victoro dies, or c::::u=n=ti IV to o==d=is is=s t= tio ================:::::i 218 APPENDIX 1l I MONSTERS AND NPCS Victoro is a priest of Asmodeus, though his devotion to the Lord of the Nine Hells is a secret known only to his wife and his closest friends. Most Waterdavians know him as a successful banker, philanthropist, and worshiper of Lathander. Some of his business profits go toward feeding and sheltering the poor. But behind !his veneer of generosity, Victoro is a self-serving beast. The soul ofVictoro's eldest son, Osvaldo. is forever lost and can't be saved. To allay his guilt. Victoro has forged a plan to win back the souls of his young twins, Terenzio and Elzerina. Under the terms of the contract. their souls will be forfeit on their ninth birthdays, and that day is fast approaching. But Victoro can buy his way out of the obligation by providing, as the contract states, "'one shy of a million gold coins and the sacrifice of one shy of a hundred unfortunate souls." Victoro is well schooled, suave, slow to anger, and blessed with good health, long life, and immunity to disease. He dresses in the latest fashions and walks with a ruby-tipped cane, though not because he needs to. This cane has the magical properties of a rod of rulership. VOLOTHAM P GEDDA RM The bombastic world traveler Volothamp Geddarm is enjoying some downtime in Waterdeep following a successful book tour promoting his latest work, Volo:S Guide to Monsters. He spends most of his free time in the taproom of the Yawning Portal, reuniting with old friends and mulling over his next book project. Volo has an inflated opinion of himself and his importance in the world, but he's not without his charm. There is nothing he won't do to help a friend in need. VoLOTHAMP "VoLo" GEDDARM Medium humanoid (human), chaotic good Armor Class 11 Hit Points 31 (7d8) Speed 30 ft. STR 9 (-1) DEX 12 (+l) CON 10 (+O) Saving Throws Con +2, WJs +2 INT 15 (+2) WIS 11 (+0) CHA 16 (+3) Skills Animal Handling +4, Arcana +4, peception +5, History +4, Insight +2, Investigation +4, Perception +2, Performance +7, Persuasion +7, Sleight of Hand +3, Survival +2 Senses passive Perception 12 Languages Common, Dwarvish, Elvish Challenge 1{4 (SO XP) Spel/casting. Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence {spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): friends, mending, prestidigitation 1st level (2 slots): comprehend languages, detect magic, disguise self A CTIONS I 11 _,,. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (ld4 + l) piercing damage.


WALKING STATUES OF WATERDEEP Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues a re used only to fend off armies and seemingly insurmountable foes. Each statue has a name and a unique appearance (see "The Walking Statues," page 182), but in terms of statistics they are similar. The statue known as the Sword maiden is too broken to be animated, and only the WALKING STATUE OF WAT ERDEEP Gargantuan construct, unaligned Armor Class 17 (natural armor) Hit Points 314 (17d20 + 136) Speed 60 ft. STR 30 (+10) DEX 8 (- 1) CON 27 (+8) Saving Throws Con +14 INT 1 (-5) WIS 10 (+O) CHA 1 (- 5) Damage Immunities cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses truesight 120 ft. , passive Perception 10 l anguagesChallenge 18 (20,000 XP) wielder of the Blackstaff(see appendix A) can animate the other seven. Landmarks. Over the years, Waterdavians have built structures around and on top of several of the statues, believing them to be little more than landmarks at this point. ln their inanimate state, the statues pose little danger- but any structures attached to a walking statue are destroyed the first time it animates. Constructed Nature. A walking statue doesn't require air, food, drink, or sleep. Crumbling Colossus. When the statue drops to 0 hit points, It crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4dl0) bludgeoning damage on a failed save, or half as much damage on a successful one. Immutable Form. The statue is immune to any spell or effect that would alter its fo rm. Magic Resistance. The statue has advantage on saving throws against spells and other magical effects. Siege Monster. The statue deals double damage to objects and structures. A CTIONS Multiattack. The statue makes two melee attacks. Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage. Hurled Stone. Ranged Weapon Aitack: + 16 to hit, range 200/800 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage. APPENDIX B I MONSTERS AND NPCS


220 XANATHAR --- Xana1har is the name given to the beholder crime lord that lives in the dungeons under Waterdeep. It isn't the first beholder to claim this mantle, nor will it be the last. Like all beholders, Xanathar is a paranoid tyrant that charms and bullies its minions into servitude. The Xanathar Guild is made up of some of Waterdeep's most disreputable folk, as well as monsters forced into subservience or drawn to the beholder by the promise of treasure, food, or power. Treachery within the ranks of the guild is common as servants vie for the beholder·s favor and affection. Such boons are fleeting, though, as the beholder is quick to distrust those who finagle their way into its good graces. Xanathar lives in a dungeon under Skullport. a subterranean settlement connected to Undermountain's third level. The place resembles a ramshackle town, built inside a giant cavern connected to an underground river. Members of the Xanathar Guild haunt Skullport's dilapidated buildings, and flameskulls patrol its streets. The only creature Xanathar truly cares about aside from itself is a fish, named Sylgar. that it keeps in a large glass tank. Xanathar has minions that look after the fish constantly, but even their ministracions can't keep such a creature alive forever. Whenever the fish dies, panic spreads through the occupants of the lair as minions try to replace the fish before Xanathar realizes what has happened. Luckily for them, the beholder can't tell one fish from another. Xanathar is extremely fond of gold. A few years ago, its spies stole the Stone ofGolorr, which contained information that led to the discovery of a dwarven vault under Waterdeep. Xanathar was able to open the vault, but was forced out by the dragon inside the place. Recently. someone stole the Stone ofGolorr from where it was hidden inside its lair, and the beholder is convinced that the Black Network is behind the theft. The beholder is caught up in the unbreakable grip of its own paranoia. It sees enemies everywhere. and lashes out at anyone it suspects of being a Zhentarim spy or assassin. Adventurers who attract its attention by dealing with known or suspected Black Network operatives are quickly branded as enemies that must be destroyed. GAME STATISTICS Xanathar is a beholder that wears magic rings on three of its eyestalks. It is attuned to all three rings, which don't alter the beholder's challenge rating. It wears a ring of invisibility on its fear ray eycstalk, a ring of mind shielding on its sleep ray eyestalk, and a ring of resistance (force) on its slowing ray eycstalk. Xanathar's beloved fish, Sylgar, has the statistics of a quipper, except that it lacks the Blood Frenzy trait. YALAH GRALHUND The lady of House Gralhund is no fool. She has a keen mind and the wisdom to discern friend from foe. She also has a husband who worships her (see .. Orond Gralhund." page 213) and a house that has the resources of the Black Network at its disposal. ~Pl't"NDIX 8 J MONSTERS .-\CllD NPCS Yalah stays abreast of events in the city, keeps a tight rein on her children, and uses her station and her family's wealth to pry secrets from the lips of nobles, guildmasters, and commoners alike. Though her previous attempts to become a Masked Lord have been thwarted, she believes it's only a matter of time until that honor is bestowed on her. Once she knows the identities and secrets of enough Masked Lords, Yalah is confident that she can bribe, blackmail, or extort her way into their ranks. From there, she plans to effect changes in the government that will ensure I louse Gralhund's prosperity for generations to come. Yalah shares the services of a half-ore bodyguard with her husband, although Hrabbaz (see ''ffrabbaz," page 205) is more loyal to her than to him. She aJso uses the Zhentarim who are based in House Gralhund as her personal spy network, not realizing that the Zhents' true master is Manshoon. Most of her dealings are with the Zhcnt master assassin Urstul Floxin (see "Urstul Floxin," page 216), whom she treats as an underling. CAME STATISTICS Yalah Gralhund is a Tethyrian human noble , with these changes: • Yalah is neutral evil. • She has an InteJligence of 16 (+3). • She speaks Common and Infernal. 'r'ALAM ANO ORONO GRA MUNO


APPENDIX C: HANDOUTS DURNAN Human proprietor ~ I "I 'II give you a free Hagon YAWNING PORTAL FRIENDLY FACES 0BAYA UDAY BONNIE Human barmaid "Many adventurers pass though the Yawning Portal on their way to greatness. All of them try the ale." jALESTER SILVERMANE Human patron "Want to know what's going on in our fine city? Grab a stool. Stay a while." Human cleric ofWaukeen .. The wonders ofWaterdeep are something to behold. I tell you, I've never seen so much money in my life!" 1 _,.I MELOON WARDRAGON Famous human adventurer of ale if you don't talk to me about the weather." Human "THREESTRINGS" bard ~ I "Anyone can play The Three , Flambinis on a lute, but try playing it with just three strings!" "Heroes. am I right? Maybe one day you'll join Force Grey. Can I buy you an ale?" YAGRA STONEFIST I lalf.orc mercenary "Want to arm wrestle? Hope you're stronger than you look." APPENDIX C I HANDOUTS


THE CODE LEGAL Punishment for a crime can include one or more of the followin~ based on the nature of the crime, who or what the crime is committed asainst, and the criminal record of the convicted: Death Exile (for a number of years or summers) Flo88in8 (a set number of strokes) Hard labor (for a period of days, months, or years de· pendi~ on the seriousneM of the crime) I. Crimes against Lords, Oftlcials, and Nobles Aaaaultins or impersonatins a Lord: death Aaaaultins or impersonatins an official or noble: flossin~ imprisonment up to a tenday, and tlne up to 500 SP Blacltmailina an official: flo88ins and exile up to 10 years Bribery or attempted bribery of an official: exile up to 20 years and tlne up to donble the bribe amount Murder of a Lord, official, or noble: death Usina masic to influence a Lord without consent: imprisonment up to a year, and tlne or damaaes up to 1,000 8P Usina rnaaic to influence an official without consent: tlne or damaaes up to 1,000 8P and edict II. Crimes against the City Arson: death or hard labor up to l year, with tlnes and/or damasea coverins the cost of repairs plus 2,000 SP Brandishins weapons without due cause: imprisonment up to a tenday and/or line up to 10 SP E.apionase: death or permanent exile Fencins stolen soods: tlne equal to the value of the stolen aoods and edict Foraery of an official document: flo88in8 and exile for 10 summers Hamperins justice: 6.ne up to 200 SP and hard labor up to a tenday Litterins: tlne up to 2 8P and edict Poisonins a city well: death Theft: flo88ins followed by imprisonment up to a tenday, hard labor up to l year, or tlne equal to the value of the stolen aoods Treason: death Vandalism: imprisonment up to a tenday plus 6.ne and/or damaAes coverins the coat of repairs plus up to 100 SP Usina maaic to influence an official without consent tlne or demeAes up to 1,000 SP and edict APPENDIX CI HANDOUTS hnpriaonment in the dunseons of Castle Waterdeep (for a period of days or months dependins on the seriousneM of the crime) Fine (payable to the city; inability to pay the tlne leads to imprisonment and/or hard labor) Damases (payable to the injured party or victim's kin; inability to pay damases leads to imprisonment and/or hard labor) Edict (forbiddins the convicted from doins somethins; violation of an edict can result in imprisonment, hard labor, and/or a tlne) III. Crimes against the Gods Assaultins a priest or lay worshiper: imprisonment up to a tenday and damases up to 500 SP Disorderly conduct within a temple: line up to 5 8P and edict). Public blupherny aaainat a sod or church: edict Theft of temple soods or offerinaa: imprisonment up to a tenday and damases up to double the cost of the stolen items Tomb-robbins: imprisonment up to a tenday and damases coverins the cost of repairs plus 500 SP IV. Crimes against Citizens Asaaultins a citizen: imprisonment up to a tenday, tlo88in~ and demaaes up to 1,000 SP Blackmailins or intimidatins a citizen: tlne or damases up to 500 SP and edict Bur8}ary: imprisonment up to 3 months and damases equal to the value of the stolen aoods plus 500 SP Damaains property or livestock: damases coverins the cost of repairs or replacement plus up to 500 SP Diaturbins the peace: tlne up to 25 SP and edict Murderins a citizen without justification: death or hard labor up to 10 years, and damaaes up to 1,000 SP paid to the victim 'a kin Murderins a citizen with justillcation: exile up to 5 years or hard labor up to 3 years or damaaes up to 1,000 SP paid to the victim's kin Robbery: hard labor up to l month and damaaes equal to the value of the stolen soods plus 500 SP Slavery: flossins and hard labor up to 10 years Usina maaic to inlluence a citizen without consent line or damaaes up to 1,000 SP and edict


TROLLSKULL MANOR AND TAVERN Second Floor - -- -- Common Room --. I HaU I_._ I . Bedroom ) First Floor ~ :--.;; 0 0 0 - oR ~ Jo .:::::::. 0 .::=- Turret Peak 0 I oO Qo Taprpom I l o 0 0 0 0 0 0 ·•ti ··ti G Hatch to 0 Basement 0 0 Kitchen l square = 5 feet I Bedroom Master Bedroom Garrets Third Floor Private Bath . Library and Study Attic Bedroom A ,.,,,I ... I\\ I ~ I I I - Attic Storage t Ale Cellar I Al' PEN PIX C HAN DOU I


KEY TO THE YAWNING PORTAL Here are the names of the numbered characters featured in the Yawning Portal illustration on pages 18- 19. 1. Victoro Cassalanter 23. Krydle 45. Reginald Roundshield 67. Fel'rekt Lafeen 2. Ammalia Cassalanter 24. Delina 46. Krebbyg Masq'il'yr 68. Soluun Xibrindas 3. Vajra Safahr 25. Vartan Hai Sylvar 47. Spider Parrafin 69.jarlaxle Baenre 4. Renaer everember 26. Priam Agrivar 48. Arkhan the Cruel 70. Danilo Thann 5. Laeral Silverhand 27. Ishi Barasume 49. Tyril Tallguy 71. Paultin Seppa 6. Mordenkainen 28. Minder 50. Dagny Halvor 72. Calliope 7. Qilue Veladorn 29. Foxilon Cardluck 51.Jamilah 73. Ziraj the Hunter 8. Alustriel Silverhand 30. Shandie 52. Hitch 74. Skeemo Weirdbottle 9. TheSimbul 31. Obaya Uday 53. Dragonbait 75. Davi! Starsong 10. Elminstcr 32. Manshoon 54. Brawlwin Chainminer 76. Tashlyn Yafeera 11. Harkle Harpel! 33. Yoshimo 55. Durnan (proprietor) 77. Istrid Horn 12. Storm Silverhand 34. The Nameless One 56. Skip Brickard 78. Nihiloor 13. Sylune Silvcrhand 35. Valygar Corthala 57. Diath Woodrow 79. Noska Ur'gray 14. Dove Falcon hand 36. Abdel Adria n 58. Evelyn Marthain 80. Nar'l Xibrindas 15. Florin Fa lconhand 37. Hexxat 59. Strix 81. Ahmaergo 16. Ill istyl Elvcntrcc 38. P ike! Boulders houlder 60. Alias 82. Thorvin Twinbeard 17.Jhessail Silventree 39. Ivan Bouldershoulder 61. Akabar Bel Akash 83. Ott Steeltoes 18. Merith Strongbow 40. Cadderly Bonaduce 62. Olive Rustkcttlc 84. Xanathar 19. Lanseril Snowmantle 41. Hrolf 63. Mirt 85. Matthew Mercer 20. Artus Cimber 42. Drizzt Do'Urden 64. The Black Viper 21. Volothamp Gcddarm 43. Guenhwyvar 65. Artemis Entrcri 22. Minsc and Boo 44. Ruqiah 66.joppa


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